
Saint Seiya Armor Mod
#1
-Igor Alexandre-
Posted 06 May 2008 - 01:23 PM
Anyway, I would like to create a Mod that emulates those guys. Each Saint has a special armor that evolves with time and gains special powers according to his level and the armor itself.
There are 88 suits of armor, one for each constellation, and each Saint has powers related to his constellation.
I did this as a class for D&D 3e and I'd like to use it in BG2.
Here's what it is:
Advantages:
Gains full plate armor that increases with level
Level 5: +1
Level 10: +2
Level 15: +3
Level 20: +4
Level 25 : +5
Gains gauntlets of crushing or some gauntlet that does damage related to the constellation ( can not be removed)
Gains ring that gives spells equal to the knight's powers. Powers go as such:
Level 1-10: 1 level 3 spell, 1 per day per 2 levels
Level 10-15: Stops gaining level 3 spells. Gains 1 level 5 spell per 2 levels.
Level 15-20: Stops gaining level 5 spells. Gains 1 level 7 spell per 2 levels.
Level 20-25: Gains 1 level 8 spell per 2 levels.
Level 26-30: Gains 1 level 9 spell per 2 levels.
Gains 1% magic resistance per level.
Disadvantages:
Only lawful.
Can not wear any magic items aside from armor, gauntlets, and ring.
Can not be hasted.
------------------
Now, here's my question: is there any way I can make this happen? I'm not so good at mods. Never did one. Maybe by just messing around with the items, I can give them to my fighter instead of messing around with kits.
Valen gets an item switch every few levels. Is it difficult?
#2
Posted 06 May 2008 - 03:17 PM
It may be a problem with events taht remove all equipment, though - this tends to make characters drop even "unremovable" things. Also, I think trueclass mages only get two 9th-level spells maximum in the unmodded game, though, so I wouldn't recommend giving out more than that.
The best way to learn modding is to experiment with it. Here is a good tutorial on kit making. Try looking at the code used for Valen, too. (Never played with her myself, so I know nothing about it.) WeiDU isn't too painful to get into as a total n00b, and remember that you can just ask here on the boards if you get stuck on something.
All in all I think it's a pretty interesting idea, and it's nowhere near as b0rken as I thought it'd be when I read the title of the thread. Good luck...

The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#3
-Igor Alexandre-
Posted 07 May 2008 - 05:05 AM
Here are some Gold Knights ( Level 15+)
Aries Mu
Moves: Starlight Explosion, Starlight Extinction, Crystal Wall
Equivalencies: Prismatic spray, Prismatic Wall
Virgo Shaka
Moves: Shiki Shiki
Equivalencies: Power word: Stun, Blind, and Kill
Note: Shaka is really powerful.
Leo Aioria
Moves: Lion's Paw, Power Capsule
Equivalencies: Fireball, Comet
Gemini Saga
Moves: Galactic Explosion, Other Dimension
Equivalencies: Meteor Swarm, Imprisonment
Note: Saga is the most powerful Gold knight, arguably.
And a bronze knight:
Phoenix Ikki:
Moves: Flying Phoenix, Phoenix Ghost Attack
Equivalencies: Fireball, Horror, Symbol: Fear
etc.
I had a lot of fun playing this in P&P. Assigning spells to each character as seen on TV is particularly fun. It is also a fun class to play.
Can I have the character choose his spells? Don't you have to be a wizard to cast wizard spells?
It was meant to be a fighting class....
#4
Posted 07 May 2008 - 05:46 AM
Yes, you just give them special abilities...Can I have the character choose his spells? Don't you have to be a wizard to cast wizard spells?
It was meant to be a fighting class....
Now, if you want to make the kits to more acceptable(balance vice), I would recommend thinking long and hard the level indexes, as level 5 char rarely has access to +1 full plate armor. But you could give the char a special armor that updates itself every time you level up. This way, you can give it at the character creation, and put it to the Irenicus dungeon(at the start of BG2). Thinking here the compatibility with BGT and Tutu.

But if you are making fighter class, NEVER give them spells that aren't accessible to the same level mage or cleric... you can adjust the levels they are accured , but not their spell power...
Deactivated account. The user today is known as The Imp.
#5
-Igor Alexandre-
Posted 07 May 2008 - 05:57 AM
But if that came into question I could very well just give the regular armor at level 5, effectively pushing 5 levels forward each +1 gain.
#6
-Igor Alexandre-
Posted 07 May 2008 - 06:03 AM
Fighter class
+5 Full plate armor
2 level 3 spells
2 level 5 spells
2 level 7 spells
2 level 8 spells
2 level 9 spells
30% magic resistance
Gauntlets of crushing ( Saints aren't allowed to use weapons except for Libra Dohko) +5
And nothing else. No magic items, no haste. Maybe I could create a weapon like Valen's: a fist, and make it a dagger, instead of the gauntlets of crushing, which would be troublesome for a non-monk.
Does this seem imbalanced to you? I thought it would end up actually kind of weak.
#7
-Igor Alexandre-
Posted 14 May 2008 - 05:14 PM
#8
Posted 15 May 2008 - 12:25 AM
Not so much, but I would give the kit an regular(AC 3)platemail armor for level 1 upwards. As it then changes to full platemail in level 5 etc.Does this seem imbalanced to you? I thought it would end up actually kind of weak.
You might also want to make the weapon have different damage modes. But that might make the game lag, so... a better way might be to give the fighter different fists(weapons), so the weapon is just a one click away from different damage mode(slashing, crushing, piercing, magic damage

To get the item restrictions you want, one way is to make unremovable item sets for all the other item posts, and give the kit a fighters weapon restrictions. For example a blank unremovable ring, for the ring slots etc.
Deactivated account. The user today is known as The Imp.
#9
-Igor Alexandre-
Posted 17 May 2008 - 02:05 PM
How do I do that?
#10
Posted 18 May 2008 - 06:02 AM
In order to equip those weapons and the armour, you need to make "spells" that create the desired item in the proper slot, then make the kit apply these on the proper level. For instance at first level, you have one effect that creates the weapons and an unremovable plate armour, then at lv5 there's one that upgrades it to full plate, and so on.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#11
Posted 18 May 2008 - 06:32 AM
Well, I was thinking more along the lines of four different sets of arms(weapons). After all, the fighter gets four different quick weapon item slots for different weapons, so why not use them. After all, he shouldn't be able to use any other weapon.Great idea.
How do I do that?

Deactivated account. The user today is known as The Imp.
#12
Posted 18 May 2008 - 06:53 AM

Anyway, for an example of what I was talking, download this


(Quickly mspainted icons ftw... no, not really, but anyway.)
Note that this is actually a quick hack of the Firetooth dagger and needs further modification to be used in a real mod, but you're free to make use of it if you want.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#13
-The92Ghost-
Posted 23 June 2014 - 07:30 AM
Interesting I wonder can that be done in The Elder Scrolls Oblivion?
#14
-The92Ghost-
Posted 23 June 2014 - 07:33 AM
After all in Oblivion you actually have Gold Saints and Dark Saints, so this could work well, if someone gets serious with it. I believe it will fit best in The Elder Scrolls: Oblivion!
(Sorry for the double post, I just felt like this is important to be said... you guy can find me under the same nick in nexus forums!)